Life is hard. That’s to say that a bullet doesn’t just simply stop in a human all the time. A factor of that is its speed upon entrance, if it hits anything, etc.
That being said, the FPS example uses a one hit and destroy. Is there anyway to set some sort of friction component on the player or cubes so that it reduces the speed and “exits” the body and continues traveling?
If not, what might be the easiest way to solve this problem? Detect collision on the object, get it’s entry point, reduce the speed (and possibly change the direction?) of the projectile, and spawn it at the “exit” point?
This then leads to the next question of… is Unreal capable of doing something like Sniper Elite where the skeleton is shown and the bullet does damage to the rendered skeleton without great performance hits? How would one go about doing that? I’m looking to stick with blueprints.
Sorry if this was asked before, I couldn’t find a single simple answer to these questions on the net.
(Sorry for my English)
Unreal is a very powerful engine that can do a lot of things. Slowing the speed of a bullet after the passage in a body or change its direction is of course possible. To go further in the realistic why not add inpacts by type of surfaces ?
Add a physical for the bullet goes down slowly with gravity ? Make ricochet bullet according to the inclination of a wall?
Everything is possible provided to create.
This isn’t an answer, but rather tacking other questions on to mine. Or restating mine. Bounce is also in the FPS sample.
I do not ask questions, it’s for example.
Of course everything I’ve said is possible.
Your “answer” only frustrates me. Perhaps I need to clarify the question.
The collision censor would be used to slow down the bullet or stop it using randomization. You would want to destroy the bullet by the end. By making the bullet detect the collision and not having a collision it would go right through the object.
This is the correct answer. Seems simple now that I’ve read it, and spent time with Unreal Engine.